HateDread 13 Posted January 24, 2010 Yes. Weird. Thing is, it activates no matter what. I can have 10 groups, and set it to activate when it's less than 2, as written there, but it still activates. I don't know how it thinks it's less than 2? :/ Share this post Link to post Share on other sites
Profanwolf 10 Posted January 24, 2010 One thing, when i use the variable (group this) setvariable [""CHN_UNDEAD_NONMIGRP"",true,true] Will zombies automatically seek out humans without line of sight? ---------- Post added at 01:34 PM ---------- Previous post was at 01:27 PM ---------- Hmm, why follow?They follow automatically after target prioritization. If you would attempt to assign a sub-optimal target to the group, the module would override that with the optimal one. In case you just want to move a group somewhere, you would have to pass a couple of variables to the group: _wp=_zombiegrp addWaypoint [YOURDESIREDPOSITION,30]; _wp setwaypointspeed "FULL"; _zombiegrp setvariable ["CHN_UNDEAD_ONTHEMOVE",true]; _zombiegrp setvariable ["CHN_UNDEAD_MOVEDEST",YOURDESIREDPOSITION]; _zombiegrp setvariable ["CHN_UNDEAD_DESTSIZE",30]; That should work, haven`t tested it. Keep in mind, that this can screw up the virtual infection I'll ask you a second time, will this work with a moving waypoint and in multiplayer? Share this post Link to post Share on other sites
charon productions 10 Posted January 24, 2010 (edited) One thing, when i use the variable (group this) setvariable [""CHN_UNDEAD_NONMIGRP"",true,true] Will zombies automatically seek out humans without line of sight? No, the zombie group members must knowabout the human. That is done to prevent the lame "zombie domove position player" kind of approach where they would find you even in the most remote spot on the map. I'll ask you a second time, will this work with a moving waypoint and in multiplayer? Multiplayer is not supported, try it out then you will see. Applying moving waypoints to any zombie group will most likely be overridden by the module`s waypoint system unless you declare the group non-migrant or as a mover group as explained before. You should also not hesitate to use the provided V0.81 function if you just wanna move a spawned group one time: CHN_UNDEAD_fn_CRTZEDGRPMV ---------- Post added at 01:49 PM ---------- Previous post was at 01:46 PM ---------- Yes. Weird.Thing is, it activates no matter what. I can have 10 groups, and set it to activate when it's less than 2, as written there, but it still activates. I don't know how it thinks it's less than 2? :/ have you checked it with: hint format ["CHN_UNDEAD_ZEDGRPCNT : %1",CHN_UNDEAD_ZEDGRPCNT]; ? I got those infection-reversing projectiles working now. Pretty cool feature, opens new mission directions. :) So it will be in the next update. Also the undead won`t seem to be running into the safezone border anymore. Human targets inside the triggers will be disregarded. Only problem occurs when they pick a patrol position inside the Safezone, that will break the patrol and have them stand around. I might have to include a check for that too, but that will be one bitch of a complicated thing to integrate into the patrol script. But the whole thing looks much better now already ;) Edited January 24, 2010 by Charon Productions Share this post Link to post Share on other sites
3inar 10 Posted January 24, 2010 (edited) Write into the init field of the zombie group leader in the editor:Make another script called "Spawn1.sqf" Write into it : Write into your init.sqf: Man I am realy sorry to bother you again :( but when I put "[] execVM "Spawn1.sqf";" in my init field I gett a warning that "script, expected nothing" Got no idea of what to do now :( Edited January 24, 2010 by 3inar Share this post Link to post Share on other sites
charon productions 10 Posted January 24, 2010 Man I am realy sorry to bother you again :( but when I put "[] execVM "Spawn1.sqf";" in my init field I gett a warning that "script, expected nothing"Got no idea of what to do now :( I gotta open a scripting-school lol. Okay, the command line was not supposed to be entered into the init field (to do so, you would have to assign the return to a variable). You have to make a notepad text document in your mission folder, write that line into there ([] execVM "Spawn1.sqf) and save it as init.sqf Then you make another notepad document and write the spawn commands inside and save that as Spawn1.sqf. Make sure the file type is .sqf and not .txt I hope it works now for you. Share this post Link to post Share on other sites
pmc foxhound 10 Posted January 24, 2010 when i use the mod no matter what i do i cant get them to attack anything even civvies. i tried setting them to friendly to nobody, which still didnt work. can anyone help? i really like the look of the mod. Share this post Link to post Share on other sites
charon productions 10 Posted January 24, 2010 (edited) The Undead V0.82 (24/01/2010): New functions: [exceptlist] call CHN_UNDEAD_fn_SETMAPINF [["Chernogorsk"]] call CHN_UNDEAD_fn_SETMAPINF; Sets all locations on the map to infected status except the locations in the list (list their name-strings there) New feature: Undead can be completely cured from the infection with an experimental substance that can be used in projectiles. Magazine name: CHN_10Rnd_762_Revert Ammo name : CHN_762_Revert Can be used in DMR, M24 and huntingrifle - undead won`t seem to be running into the safezone border anymore. Human targets inside the triggers will be disregarded. New Global variable: CHN_UNDEAD_NOMARKS : if true, then no map infection markers are displayed Download links : The Undead Mod V0.82 Update Demo-Mission for Revert-Projectile Edited January 24, 2010 by Charon Productions Share this post Link to post Share on other sites
kremator 1065 Posted January 24, 2010 Lovely. Thanks mate. Share this post Link to post Share on other sites
3inar 10 Posted January 25, 2010 I gotta open a scripting-school lol.Okay, the command line was not supposed to be entered into the init field (to do so, you would have to assign the return to a variable). You have to make a notepad text document in your mission folder, write that line into there ([] execVM "Spawn1.sqf) and save it as init.sqf Then you make another notepad document and write the spawn commands inside and save that as Spawn1.sqf. Make sure the file type is .sqf and not .txt I hope it works now for you. Ah cool thanks :) actualy think I tried that but when I got the warning "script, expect nothing" I just thaught it woldent work so I dident tesst it :D ,but ass I dident need "[] execVM "Spawn1.sqf" in my init(the players) I culda made it work, just plain ignorance here :D. New Uppdate seemes cool :P Was wondering if you will make the rest of the stock BIS units infectable in a later uppdate? And if someone makes some black civilians will you then try to make some zombies of them mabe(talkning about a long time ahead here sins I know that you are pretty bussy)? Anyway looks great and thanks for the hellp! :) Now I think youve deserved a nice vacation to somewhere warm! /me gives Charon a ticket to Australia! :D Best regards ///3inar Share this post Link to post Share on other sites
HateDread 13 Posted January 25, 2010 Charon, I tried what you said - hint format ["CHN_UNDEAD_ZEDGRPCNT : %1",CHN_UNDEAD_ZEDGRPCNT]; It says there are 0 groups. I know this isn't true. There are many, many groups of infected on the map. Any ideas? Share this post Link to post Share on other sites
That guy Over there 10 Posted January 25, 2010 (edited) heres an idea for Safe Zones Say someone infected (Not dead, but was hit) gets into the safe zone, once he turns (Within the Safe Zone mind you), the safe zone should no longer be declared safe, if he is cured, safety returns (unless 1 more zed got in during this little infected, or it happens again, then it will never be declared "Safe" again) good idea no? Edited January 25, 2010 by That guy Over there Share this post Link to post Share on other sites
laserpanda 10 Posted January 25, 2010 The joke is that they actually DO damage vehicles except tank classes, so i don`t know what happened in your case or in that motorcycle case. Could be the lag.The vehicles will just not be destroyed but rendered immobile. I think this is breaking helicopters. You can eject from them after they've crashed and exploded now. Share this post Link to post Share on other sites
bezzzy 10 Posted January 25, 2010 (edited) I think this is breaking helicopters. You can eject from them after they've crashed and exploded now. I believe that that is only due to friendly fire being turned off. As Charon previously said you can change it but it's not recommended. Great update Charon. Edited January 25, 2010 by bezzzy Share this post Link to post Share on other sites
charon productions 10 Posted January 25, 2010 (edited) I think this is breaking helicopters. You can eject from them after they've crashed and exploded now. Bezzy is right. @that guy over there: I will consider the case that someone turns inside the safezone, however turning it completely off would mean that all undead surrounding it would suddenly clip through the surrounding walls, which is why this was put in place primarily. It makes most sense to let just the turned human be free to move inside. Edited January 25, 2010 by Charon Productions Share this post Link to post Share on other sites
cyclone83 6 Posted January 25, 2010 I´m on a mission with zombies right now. At the beginning they shell lay on their back, later via trigger, they shell stand up and beginn attacking our troops. But they seem not to react on given animations by script. Any ideas? Share this post Link to post Share on other sites
charon productions 10 Posted January 25, 2010 I´m on a mission with zombies right now. At the beginning they shell lay on their back, later via trigger, they shell stand up and beginn attacking our troops. But they seem not to react on given animations by script. Any ideas? shell ?! Ah you mean, you want to animate them? That is not possible, the module controls all their animations, can`t be switched off. Share this post Link to post Share on other sites
cyclone83 6 Posted January 25, 2010 Sry, meant shall :D Oh well that's really a shame. Is there a workaround? Maybe using civs skinned like the zombies and than after standing up replacing by the real zombies? Share this post Link to post Share on other sites
charon productions 10 Posted January 25, 2010 Sry, meant shall :D Oh well that's really a shame. Is there a workaround? Maybe using civs skinned like the zombies and than after standing up replacing by the real zombies? Try it, maybe it works for your mission Share this post Link to post Share on other sites
charon productions 10 Posted January 25, 2010 The Undead V0.82a Mini update (25/01/2010): Friendly fire handling now works as intended while allowing damage by enemy fire and helicopter crashes as well as falling damage and being run over by cars Download link : The Undead V0.82a Mini update Share this post Link to post Share on other sites
jolly 10 Posted January 25, 2010 This mod is awesome, great work. I thought that the slow zeds were no threat at first as i was picking them off from a distance, suddenly zombies, 80 of them, completely surrounded, all escape routes blocked, almost no ammo left, teammates dead (and undead). Underestimate them at your peril. Share this post Link to post Share on other sites
charon productions 10 Posted January 25, 2010 Charon, I tried what you said - It says there are 0 groups. I know this isn't true. There are many, many groups of infected on the map. Any ideas? Just count the zeds then, it works 100%, you can see that in the demo missions. I will test the group count again, maybe it got disrupted by working on the updates. Share this post Link to post Share on other sites
slatmes 10 Posted January 26, 2010 Where is this code supposed to be used in the initial line of the module or the init.sqf? [exceptlist] call CHN_UNDEAD_fn_SETMAPINF [["Chernogorsk"]] call CHN_UNDEAD_fn_SETMAPINF;] Share this post Link to post Share on other sites
HateDread 13 Posted January 26, 2010 Which version of this mod allows the use of this setvariable ["CHN_UNDEAD_NONMIGRP",true,true]; ? I tried it and the group still runs off. Share this post Link to post Share on other sites
bezzzy 10 Posted January 26, 2010 Hey Charon, just thought I'd let you know that migration seems to work fine online, with two people anyway. Share this post Link to post Share on other sites
charon productions 10 Posted January 26, 2010 Hey Charon, just thought I'd let you know that migration seems to work fine online, with two people anyway. Really? Well i only made sure that the migration script run on the server only, that`s the only thing i did. Just the virtual population part won`t work. Maybe i`ll try to replace player proximity with playerS. ---------- Post added at 10:29 AM ---------- Previous post was at 10:28 AM ---------- Which version of this mod allows the use of this setvariable ["CHN_UNDEAD_NONMIGRP",true,true]; ? I tried it and the group still runs off. well in case of doubt use the last version. You have to wait until the group is initialized. Don`t put it into the init line in the editor. You must add that by script, because the init EH will set it to false. ---------- Post added at 10:30 AM ---------- Previous post was at 10:29 AM ---------- Where is this code supposed to be used in the initial line of the module or the init.sqf? None of both. Put it into a script that sleeps 15 seconds upon mission start, then execute the command. Share this post Link to post Share on other sites